Good job as always.
But the others are right, the visuals were eyefisting...here´s the trick to avoid that next time:
Simply walk some way (like 2-5 units) on your rays (every pixel) before you start testing against the geometry. After you initialized your rayPosition and your rayDirection:
rayPosition += rayDirection * 2.0;
Then start your raymarch-loop.
This way your geometry wont reach into the camera anymore...the geometry is cutted away a bit, but still looks better than what you had here.
Synth still rocks! You made better music already, tho. :p
Why couldn´t you fit this in 4k btw? Some big addition to your synth?